General House Rules
Combat Condition
The GM should communicate with the players the physical condition of enemies in combat. Instead of exact hit points values, the GM can answer to questions whether enemies are bloodied or beaten, but should not let players compare what creature is more bloodied than another.
When a creature is at hit points equal or less than half its maximum hit points, it is bloodied (or broken, if the creature is a construct). Its body is covered by bruises and scratches, and it experiences fatigue and pain.
When a creature is at hit points equal or less than 5 plus additional 5 for each 50 points of maximum hit points, it is beaten. Its body is a covered with open bleeding wounds, has cracked or splintered bones, or much worse. It barely stands upright and remains conscious. One or several more attacks will probably take it down.
Bloodied and Beaten can be used as conditions by making homebrew creatures, such as creatures fleeing when they get bloodied or beaten. However, if Pathfinder Second Edition introduces new conditions by the same name, they should not be treated as the same condition.
Flavor Feats
In order to experience less popular feat options in the Pathfinder 2nd Edition system without compromising with your character, you can take a number of extra feats called flavor feats. You gain a flavor feat at reaching 3rd, 5th, 7th, 9th, 11th and 13th level.
The GM decides what feats qualify for flavor feats, and these feats gain the flavor keyword and the uncommon rarity. Usually, such feats have interesting concept but are weak or situational and are unable to compete with popular class feat choices. The GM can also add new feats from third party sources by applying flavor keyword to them. As a general rule, the following feats quality as flavor feats with GM's approval: ancestry feats specific to your ancestry and heritage; generic and skill feats; dedications without the multiclass keyword.
Flavor feats are supposed to be weak or situational and their potential in combat is expected to be limited, but sometimes their use or interaction with other feats or abilities can prove exceptionally useful. If such interaction is observed, the GM will not take the feats away from you but they can declassify them by removing the flavor keyword.
Flavor feats cannot be retrained with downtime. You can retrain one flavor feat for another with the flavor keyword at reaching 7th, 9th, 11th, 13th, 15th and 17th level. You can also retrain a the latest acquired flavor feat at no downtime cost until you benefit from it for a first time.
Improved Multiclass Dedications
All feats with the Archetype trait that do not have the Dedication trait have their level requirement halved. For example, the Ranger Dedication feat remains a level 2 feat, however the Basic Hunter's Trick becomes a level 2 feat, not level 4 feat. Any level 6 archetype feat that allows you to take a class feat no longer halves your player level as prerequisite.
Critical Initiative
If you roll a natural 20 on an Initiative check, all enemy targets are considered flat-footed to you on the first round of combat as long as they haven't acted before you.
Hero Points
Players start a new campaign with two Hero Points each, and their use is described in Core Rulebook, pg. 467. In addition for feats of heroism and rewards for quality roleplaying, players earn Hero Points in the following ways:
- Players earn a Hero Point at the start of a game session of three or more hours with at least one upcoming challenge that will pose a risk of defeat or death.
- Players earn a Hero Point after overcoming a Severe difficulty encounter, or a Moderate difficulty encounter that presented a Severe challenge due to circumstances other than player mistakes.
Insight Checks
At any point, you can attempt a DC 15 special check modified by a target player's Wisdom modifier. If you succeed, you can pass a suggestion to the target player that his character may recall in the game as a spark of insight or recalled memory. If you fail the check, you may not attempt another such check until the end of the encounter.
The GM may do the same and is free to choose between Intelligence, Wisdom and Charisma modifier before making the roll. If he makes the check, he can pass the target player a piece of insight, or a gut feeling about the current encounter.
Exposed Checks
This variant is for groups of players used to other roleplaying games who do not feel comfortable with the concept of secret checks. All secret checks except those opposed by Stealth DC or Thievery DC, as well as checks related to identifying and trading with items and saves related to hazards, poison and disease, are rolled by players not the GM.
The players must accept any result presented by the GM as a fact that their character believes in, even if they are aware it is not; doing otherwise defeats the purpose of this house rule. Players cannot use Hero Points to reroll any check with secret tag even if it were rolled by the player, not the GM.
Group Exposed Checks
When a group check is called by the GM, all player attempt the same skill check. Only actions that do not require trained or better proficiency in the skill can be made as group checks. A typical example is the Seek action where the whole party is scanning an area for anything unusual, or Recall Knowledge for broadly known information (such as name of a ruler, key noble, or major deity)
In order for the party to succeed, half of the players (rounded down) must have a success or one player must have a critical success. If the party succeeds, all players with success or critical success receive the information from the GM first and can choose how to use it and whether to share it. In order to share the information with the rest of the party during an encounter, one player with success or better result should use the Point Out action.
Retrying Recall Knowledge
When you succeed a Recall Knowledge check, you get one piece of most common information. For each 5 points you beat the Recall Knowledge DC you can choose between the GM revealing another piece of most common information or asking one question that the GM may reply to with a Yes or No answer. Up the GM, he may provide more detailed information or a long answer if you use a Lore Skill or you are master or better at the skill used. The GM can provide detailed information if you critically succeed on any Recall Knowledge check but only to explain creature abilities or attacks.
When a Lore Skill is used instead of a general Skill, the first Recall Knowledge DC is lowered by one step of difficulty. If you are expert or better in the Lore Skill used or you are trained in a Lore Skill that is particular to the subject of the Recall Knowledge (up to the GM), the Knowledge DC is lowered by two steps of difficulty instead.
If you fail a Recall Knowledge check to remember a bit of knowledge regarding a topic, you can still try again however the DC determined by the GM is increased by one step of difficulty (see pg. 506). On a critical failure, you do not get wrong information unless the roll is made in secret, however you cannot try recall information about the same creature or its creature type until after your next daily preparations.
Gentler Massive Damage
This variant rule removes the automatic death when taking massive damage. This variant rule should be used for combat damage and should not apply to falling damage or hazards.
Rather than you die instantly if you ever take damage equal to or greater than double your maximum Hit Points in one blow, you become dying however your dying condition value increases by an additional 1 and your wounding condition increases by 1. Your wounding condition will increase by 1 again when you stabilize, as usual.
Gritty Wounded Condition
In a realistic campaign with fewer but harder combat encounters, the GM can make the wounded condition in an important attrition mechanic that prevents players from endless fights.
The wounded condition no longer ends if someone successfully restores Hit Points to you with Treat Wounds, or you are restored to full Hit Points and rest for 10 minutes. The wounded condition only decreases by 1 if you take a full time's rest after receiving any healing with Treat Wounds or healing spells.
Harsher Wounded Condition
In a realistic campaign with fewer but harder combat encounters, the GM can make wounded condition even more dangerous by making it harder to heal and easier to contract afflictions due to open wounds.
- When attempting the Treat Wounds action on an ally with the wounded condition, add the wounded value to the DC of the Medicine check.
- When making a Fortitude save against poisons or diseases afflicted by Strikes or physical contact, if you have the wounded condition the GM adds the wounded value to the DC of the affliction.
Surprise Attacks
An undetected creature remains so until it is spotted with a successful Seek action, fails to remain undetected with a move or a failed Sneak action, or until it targets a creature with an attack, an ability or a spell. When the undetected creature targets a creature, it takes a full turn. After that turn is resolved, the combat starts and all creatures must roll initiative. Other creatures that were surprised must use Perception for their initiative, and the undetected creature has +4 circumstance bonus to its Initiative roll. Undetected creature's first turn has been already used to initiate the combat and it does not get a second turn during the first round of combat.
If a situation occurs that a creature uses the Seek action in the moment that an undetected creature would make an attack, an ability or spell, the undetected and seeking creature roll special initiative check. If the Seeking creature wins the initiative order, it can use Point Out as a free action before the undetected creature resolves its attack, ability or spell.
Undetected creatures with an ability that sets a DC to beat for other creatures to notice them use that DC as their Initiative score rather than rolling.
Gritty Treat Wounds
In a realistic campaign with fewer but harder combat encounters, Treat Wounds does not remove the wounded condition, instead it decreases its value by 1.
Sickened Out of Combat
Conditions such as sickened that require an action during combat to decrease its value, will automatically expire if the target spends 1 minute performing the required action. This removes the need to make a lot of unnecessary rolls when timing is not essential.
Trample Movement
Creatures with the Trample ability must always move in a straight line when trampling, with the exception of up to two separate diagonal turns. A trampling creature may attempt a diagonal turn only after it has moved at least 10 feet in a straight line.
Default Range Increments
If a Strike or a weapon has no listed range increment, it's value is 20 feet for thrown weapons and 30 feet for ranged weapons.
Persistent Unlockables
When the group of players successfully finishes an adventure or an adventure path campaign, all Uncommon and Rare items that are retained or successfully reverse-engineered as formula (including after the adventure, as far as GM allows), as well as all Uncommon and Rare dedications, feats, spells and other content learned by at a member of the party, are recorded in the Party Journal and remain available in future campaigns for that party. Unlocked content can be taken by starting characters or learned through level advancement, as long as the player has all prerequisites. For Rare items, the GM must approve for each item.
Unique items and abilities can be retained but can only be used by one character in one following campaign, and the new character must be related to the character of previous campaign that acquired it.
Stealth
Surprise Attacks
An undetected creature remains so until it is spotted with a successful Seek action, fails to remain undetected with a move or a failed Sneak action, or until it targets a creature with an attack, an ability or a spell. When the undetected creature targets a creature, it takes a full turn. After that turn is resolved, the combat starts and all creatures must roll initiative. Other creatures that were surprised must use Perception for their initiative, and the undetected creature has +4 circumstance bonus to its Initiative roll. Undetected creature's first turn has been already used to initiate the combat and it does not get a second turn during the first round of combat.
If a situation occurs that a creature uses the Seek action in the moment that an undetected creature would make an attack, an ability or spell, the undetected and seeking creature roll special initiative check. If the Seeking creature wins the initiative order, it can use Point Out as a free action before the undetected creature resolves its attack, ability or spell.
Undetected creatures with an ability that sets a DC to beat for other creatures to notice them use that DC as their Initiative score rather than rolling.
Vigilant
Creatures other than player characters may be more or less apprehensive of potential enemy attack. The Vigilant condition always includes a value. A creature that is vigilant may use up to a number of actions to Seek every turn equal to this value, until it notices a potential threat or loses this condition. Most creatures in neutral or enemy territory maintain vigilant 1, while competent stationed guards have vigilant 2 or 3. If the creature detects a threat or receives a warning from allies who have detected a threat, its vigilant value increases to 3. At the end of each of its turn it hasn't detected a threat, it may decide to lower its vigilance by 1.
Creatures with vigilance 0 consider themselves completely safe in their close environment and do not expect immediate threat. They may pass the time by talking among each other, doing chores or fooling around. Creatures with no vigilance have -2 circumstance to their Perception DC while occupied by an activity with the manipulate or concentrate trait.
New Backgrounds
Arcane Experiment BACKGROUND
Choose two ability boosts. One must be to Constitution or Intelligence, and one is a free ability boost.
You’re trained in the Arcana skill and the Academia Lore skill. You gain the Arcane Sense skill feat.
Amnestic BACKGROUND
Choose two ability boosts. One must be to Strength or Intelligence, and one is a free ability boost.
You’re trained in the Society skill and the Architecture Lore skill. You gain the Sign Language skill feat.
Child of the Arcane BACKGROUND
Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free boost.
You’re trained in the Arcana skill and a Lore skill related to either a magical monster or another plane that held your interest as a youth (such as Dragon Lore or Astral Lore). You gain the Arcane Sense skill feat.
Chosen One BACKGROUND
Choose two ability boosts. One must be to Wisdom or Charisma, and one is a free boost.
You’re trained in the Diplomacy skill and the Fortune-Telling Lore skill. You gain the Group Impression skill feat.
Conjurer BACKGROUND
Choose two ability boosts. One must be Intelligence, Wisdom, or Charisma and the other is a free ability boost.
You’re trained in Occultism and one Planar Lore skill of your choice that corresponds to a plane that you’ve summoned creatures from. You gain the Recognize Spell skill feat.
Cultist BACKGROUND
Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost.
You’re trained in the Occultism skill and a Lore skill related to your god. You gain the Quick Identification skill feat.
Escaped Lunatic BACKGROUND
Choose two ability boosts. One must be to Charisma or Strength, and one is a free ability boost.
You’re trained in the Deception skill and a Lore skill related to your lunatic obsession. You gain the Lengthy Diversion skill feat.
Evoker BACKGROUND
Choose two ability boosts. One must be Intelligence, Charisma, or Wisdom, and one is a free ability boost.
You’re trained in the Arcana skill and one Planar Lore skill correlating to an elemental plane of your choice. You gain the Arcane Sense skill feat.
Face Shifter BACKGROUND
You’re an expert in Deception skill. You gain the benefits of the chameleon gnome heritage, even if you aren’t a gnome. If you’re already a gnome with the chameleon gnome heritage, you gain the Quick Disguise feat instead.
Fallen Noble BACKGROUND
Choose two ability boosts. One must be to Constitution or Charisma, and one is a free ability boost.
You’re trained in the Deception skill and your choice of the Genealogy Lore or Underworld Lore skill. You gain the Lie to Me skill feat.
False God BACKGROUND
Choose two ability boosts. One must be to Wisdom or Charisma and one is a free ability boost.
You’re trained in the Religion skill and a Lore skill related to your deity. You gain the Student of the Canon skill feat.
Feral BACKGROUND
Choose two ability boosts. One must be to Constitution or Wisdom, and one is a free ability boost.
You’re trained in the Survival skill and a Lore skill related to the terrain where you grew up. You gain the Terrain Expertise skill feat.
Goblin Abductee BACKGROUND
Choose two ability boosts. One must be to Dexterity or Wisdom, and one is a free ability boost.
You’re trained in the Crafting skill and your choice of the Farming Lore, Milling Lore, or Tanning Lore skill. You gain the Quick Repair skill feat.
Hero's Child BACKGROUND
Choose two ability boosts. One must be to Strength or Charisma, and one is a free ability boost.
You’re trained in the Stealth skill and a Lore skill related to your parent’s deeds. You gain the Terrain Stalker skill feat.
Hero Worshipper BACKGROUND
Choose two ability boosts. One must be to Strength or Intelligence, and one is a free ability boost.
You’re trained in the Society skill and the Folktale Lore skill. You gain the Dubious Knowledge skill feat.
Hero Worshipper BACKGROUND
Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost.
You’re trained in your choice of the Arcana, Occult, or Religion skill. You gain the Quick Identification skill feat. You’re also trained in the Mercantile Lore skill.
Mad Doctor BACKGROUND
Choose two ability boosts. One must be to Dexterity or Intelligence, and one is a free ability boost.
You’re trained in the Medicine skill and your choice of the Academia Lore or Underworld Lore skill. You gain the Battle Medicine skill feat.
Planar Outcast BACKGROUND
Choose two ability boosts. One must be to Constitution or Intelligence, and one is a free ability boost.
You’re trained in the Arcana skill and a Lore skill related to your Plane. You gain the Dubious Knowledge skill feat.
Practiced BACKGROUND
Choose two ability boosts. Both must be different ability scores.
You become trained in one skill of your choosing. You gain the Assurance feat as a bonus feat for the skill you selected.
Professor BACKGROUND
Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost.
You’re trained in the Performance skill and the Academia Lore skill. You gain the Fascinating Performance skill feat.
Seer BACKGROUND
Choose two ability boosts. One must be Charisma or Wisdom, and one is a free ability boost.
You’re trained in the Occultism skill and one Lore skill of your choice, which acts as the focus of most of your portents. You gain the Oddity Identification skill feat.
Runaway BACKGROUND
Choose two ability boosts. One must be to Dexterity or Wisdom, and one is a free ability boost.
You’re trained in the Thievery skill and the Underworld Lore skill. You gain the Subtle Theft skill feat.
Trick Mage BACKGROUND
Choose two ability scores. One must be Charisma or Intelligence and the other is a free ability boost.
You’re trained in Deception or Thievery, and one Lore skill of your choice. This Lore skill should correspond to a major focus in your background, such as Underworld Lore if you were a trickster working for a thieves’ guild or Games Lore if you used your powers to cheat at gambling.
Villain Spawn BACKGROUND
Choose two ability boosts. One must be to Strength or Charisma, and one is a free ability boost.
You’re trained in the Intimidation skill and a Lore skill related to your parent’s deeds. You gain the Group Coercion skill feat.
Ancestry Feats
Seedpod † FEAT 1
New General Feats
1st level
Acrobatic Athlete FEAT 1
Acupuncture FEAT 1
Ambient Cover FEAT 1
Battlefield Diagnosis FEAT 1
Battle Medicine † FEAT 1
Beauty Mask FEAT 1
Blue Blood FEAT 1
Browbeat FEAT 1
Burst Through FEAT 1
Cause FEAT 1
Chitchat FEAT 1
Choke FEAT 1
Clan FEAT 1
Conceal Efforts FEAT 1
Contacts FEAT 1
Demolition Prowess FEAT 1
Discombobulate FEAT 1
Distraction FEAT 1
Eerie FEAT 1
Family FEAT 1
Fashion Sense FEAT 1
Fast Talk FEAT 1
Firearm Training FEAT 1
Firstarter FEAT 1
Freediving FEAT 1
Generalist FEAT 1
Golddigger FEAT 1
GossipFEAT 1
Guild Member FEAT 1
Gunsmithing FEAT 1
Healer's Dressing FEAT 1
Heir FEAT 1
Influential Friend FEAT 1
Jarring Blow FEAT 1
Lore Focus FEAT 1
Loophole FEAT 1
Magic Signature FEAT 1
Make Camp FEAT 1
Mentor FEAT 1
Mistaken Identity FEAT 1
Nonlethal Training FEAT 1
Nurse FEAT 1
Pack Mule FEAT 1
Pin Weapon FEAT 1
Player FEAT 1
Quick Grab FEAT 1
Quicker than the Eye FEAT 1
Rappeling FEAT 1
Romance-prone FEAT 1
Secret Identity FEAT 1
Specialty Crafting † FEAT 1
Specialty | Applicable Items |
---|---|
Gunsmithing | Firearms, Gunpowder and Ammunition. |
Spin Yarn FEAT 1
Streetwise FEAT 1
Sunder FEAT 1
Throw Grapple FEAT 1
Torchbearer FEAT 1
Victim FEAT 1
2nd level
Align Chakra FEAT 2
Cautious Prowler FEAT 2
Climber's Save FEAT 2
Confounding Tumbler FEAT 2
Conseal Trap FEAT 2
Destructive Smash FEAT 2
Discern Arcane Creatures FEAT 2
Drop Low FEAT 2
Expertise FEAT 2
Skill | Traits |
---|---|
Arcana | Arcane, Beast, Construct, Dragon |
Crafting | Alchemy, any armor trait, any equipment trait, any weapon trait |
Lore | Any trait relevant to the Lore, as determined by the GM |
Medicine | Disease, Poison |
Nature | Animal, Beast, Elemental, Fey, Fungus, Giant, Humanoid, Ooze, Plant, Primaln |
Occultism | Aberration, Astral, Celestial, Elemental, Ethereal, Fiend, Monitor, Occult, Spirit, Undead |
Religion | Divine, Spirit, Undead |
Society | Giant, Humanoid, any ancestry trait |
Thievery | Trap |
False Death FEAT 2
Fans FEAT 2
Forensic Analyst FEAT 2
Hostile Acupuncture FEAT 2
Nemesis FEAT 2
Order of Honor FEAT 2
Pharmaceutical Apothecary FEAT 2
Romance FEAT 2
Quick Conceal FEAT 2
Quick Edge Grab FEAT 2
Skillful Contoction FEAT 2
Snipe FEAT 2
True Identity FEAT 2
Unmistakable Lore FEAT 2
3rd level
Bad Cop Routine FEAT 3
Bodyguard FEAT 3
Brachiate FEAT 3
Encouraging Words FEAT 3
Enhanced Acumen FEAT 3
Enhanced Adopted Ancestry FEAT 3
Enhanced Ride FEAT 3
Enhanced Speed FEAT 3
Good Cop Routine FEAT 3
Innuendo FEAT 3
Intimidating Encouragement FEAT 3
Intrusion Alert FEAT 3
Lackey FEAT 3
Lore Professional FEAT 3
Lucky Break FEAT 3
Ordained Priest FEAT 3
Perfect Recall FEAT 3
Polyglot FEAT 3
Quick Reload FEAT 3
Shoddy Craft FEAT 3
Seek Out FEAT 3
Spot Valuable FEAT 3
Supporting Performance FEAT 3
Tie Up FEAT 3
Trap Dancer FEAT 3
Truce FEAT 3
4th level
Combat Readiness FEAT 4
Eager Dabbler FEAT 4
Expert Dilettante FEAT 4
Exploit Anatomy FEAT 4
Furious Mage FEAT 4
Marked for Death FEAT 4
Perfect Balance FEAT 4
Reactive Readiness FEAT 4
Somatic Physicality FEAT 4
Spellstrike FEAT 4
Spell Blending FEAT 4
5th level
Cat Pounce FEAT 5
Followers FEAT 5
In Harm's Way FEAT 5
Integrity FEAT 5
Reputation FEAT 5
7th level
Acupuncture Master FEAT 7
Ambush Master FEAT 7
Break Free FEAT 7
Brutal Conditioning FEAT 7
Disappear FEAT 7
Dragon Hunter FEAT 7
Duck and Cover FEAT 7
Enhanced Breath Control FEAT 7
Enhanced Diehard FEAT 7
Enhanced Feather Step FEAT 7
Enhanced Improvisation FEAT 7
Enhanced Initiative FEAT 7
Enhanced Paragon FEAT 7
Enhanced Recovery FEAT 7
Firearm Expertise FEAT 7
Fuel Ritual FEAT 7
Good with Money FEAT 7
Leaping Start FEAT 7
Misleading Snipe FEAT 7
Power of Presence FEAT 7
Predictive Evasion FEAT 7
Read Motive FEAT 7
Seek Synergy FEAT 7
Self Discipline FEAT 7
Silent Dispatch FEAT 7
Stair Master FEAT 7
- You ignore any difficult terrain caused by inclines of 45 degrees or less, including most stairs.
- When Striding down an incline of 45 degrees or less, you gain a +10 circumstance bonus to your Speed.
- When Climbing across an incline that’s less than 90 degrees and more than 45 degrees, you get the outcome one degree of success better than the result of your roll.
Spell Connoisseur FEAT 7
- Any additional components applied to the spell.
- Any metamagic effect applied to the spell.
- The alignment and class of the spell’s caster.
- The gist of what actions the spellcaster used next, if they wouldn’t ordinarily be clear. For example, if you Recognize an invisibility Spell, you might know the general direction the spellcaster moved, but not the precise location they moved after becoming invisible.
- The language used to cast a linguistic spell.
- The spell’s result (critical success, success, failure, or critical failure) for every creature and object affected by the spell.
- The spell level at which the spell was cast.
SpellSENSE FEAT 7
9th level
Advanced Followers FEAT 9
Councilor FEAT 9
Genius FEAT 9
Guild Master FEAT 9
Guild Master FEAT 9
Haunted FEAT 9
High Priest FEAT 9
Lord FEAT 9
Magical Warden FEAT 9
11th level
Enhanced Toughness FEAT 11
Invested Hauler FEAT 11
12th level
Pin The Blade FEAT 12
15th level
Dragon Slayer FEAT 15
Enhanced Investitude FEAT 15
Enhanced Search FEAT 15
Firearm Mastery FEAT 15
Legendary Lore FEAT 15
Sabotage Construct FEAT 15
Spirit Away FEAT 15
Step In FEAT 15
Wall Walk FEAT 15
New Alchemist Feats
Research Fields
Gunsmith
You specialize in the alchemy of gunpowder. You start with the formulas for standard metal and rubber bullets, two 1st-level projectiles or propellants, and the formula for a firearm in your formula book, in addition to your other formulae.
You can assemble a complete ammunition load (propellant + projectile) as a single alchemical item for the purposes of actions required for your alchemist class features. Standard metal and rubber bullets do not require expenditures of infused reagents. When using quick alchemy you may only add a single projectile or propellant that is better than a standard bullet or crude gunpowder.
Your proficiency in firearms is equal to your proficiency in bombs, and you may start with a firearm that you crafted; pay half price for the firearm if you have its formula.
Field Discovery (5th Level)
When using advanced alchemy to make firearm ammunition during your daily preparations, you can use a batch of reagents to create any three cartridges instead of just two of the same cartridge.
Perpetual Infusions (7th Level)
Choose two level 1 propellants or projectiles. If you have access to an uncommon or rare (with GM's approval) firearm ammunition formula, you can choose that formula.
Perpetual Potency (11th Level)
Choose two level 3-5 propellants or projectiles to use with your perpetual infusions. If you have access to a rare (with GM's approval) firearm projectile or propellant formula, you can choose that formula.
Greater Field Discovery (13th Level)
You decrease the critical threshold of firearms you load by 1 (no lower than a critical threshold of 5).
Innovator
You focus your alchemical research into solutions to all of life’s many problems. You start with the formulas for two 1st-level tools in your formula book, in addition to your other formulas.
As long as your alchemical tools are easily accessible (such as in a belt pouch), once per round you can use the same Interact action to draw the alchemical tool and use it. This does not alter the number of hands required to use the alchemical tool or allow you to quickly use alchemical tools with an activation longer than 1 Interact action.
Field Discovery (5th Level)
When using advanced alchemy to make alchemical tools during your daily preparations, you can create three alchemical tools with each batch of reagents instead of just two.
Perpetual Infusions (7th Level)
Choose two of the following formulas: lesser alchemical repair paste, lesser alchemical torch, lesser armor lubricant, lesser liquid rope, lesser rigidity reinforcer, lesser smokestick, lesser sunrod.
Perpetual Potency (11th Level)
The moderate version of alchemical tools you chose for perpetual infusions.
Greater Field Discovery (13th Level)
You do not provoke an Attack of Opportunity reaction for Interacting with alchemical tools. The action retains the manipulate trait.
Perpetual Perfdection (17th Level)
The greater version of the alchemical tools you chose for perpetual infusions
Alchemist Feats
1st level
Calculated Trajectory FEAT 1
Gunpowder Savant FEAT 1
Gun barrel Alchemy FEAT 1
2nd level
Efficient Storage FEAT 2
Thick Powder Smoke FEAT 2
4th level
Measured Expenditure FEAT 4
6th level
Disruptive Formula FEAT 6
Reactive Countermeasures FEAT 6
8th level
Adaptive Protection FEAT 8
Double Load FEAT 8
The misfire DC of the firearm increases by 2 and the misfire range increases by 10 ft. A firearm without a misfire trait counts as misfire 0 for this purpose. When the combined ammunition is fired, the effects and damage of both occur on a hit.
Martial Improvisation FEAT 8
10th level
Adaptive Protection FEAT 10
12th level
Greater Disruptive Formula FEAT 12
Countermagic Formulation FEAT 12
14th level
True Disruptive Formula FEAT 14
18th level
Alchemical Weaponsmith FEAT 18
Alchemical Items
BLACKPOWDER BULLETS ITEM 1+
Blackpowder Bullets cannot be thrown, instead they must be loaded into a firearm as if they were ammunition and fired. On a successful hit, the Blackpowder Bullet deals both the damage listed on the firearm being used and an additional amount of fire damage and persistent fire damage on a critical success.
New Barbarian Feats
Instincts
Bloodrager Instinct
Your rage is fueled by supernatural power. Whether it is in your blood, or from a pact you formed with a higher being, their power flows through you. When you choose this Instinct, pick a bloodline from the Bloodrager Bloodlines segment. Once you make this decision, you cannot change it.
Spellcasting
You can cast spells using the Cast a Spell activity, and you can supply material, somatic, and verbal components when casting spells (see Casting Spells on page 302). You can replace material components with somatic components, so you do not need to use a spell component pouch.
You become trained in spell attacks and spell DCs for the spell tradition tied to your bloodline. Because you are channeling the power of your bloodline your key spellcasting ability is Charisma.
Cantrips
A cantrip is a special type of spell that doesn’t use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is always automatically heightened to half your level rounded up. For example, as a 1st-level Bloodrager, your cantrips are 1st-level spells, and as a 5th-level Bloodrager, your cantrips are 3rd-level spells.
Bloodrage
Your Rage class feature becomes a Bloodrage. It works just as the Rage class feature, however you can also cast spells from your Bloodrager bloodline while bloodraging. This does not allow you cast spells obtained through other feats while bloodraging.
Spell Repertoire
The collection of spells available to you is called a spell repertoire.
Spells from your spell repertoire are always available to you, and you can cast them at any time so long as you have the required spell slots for them.
At 1st level, a bloodrager knows three cantrips. Whenever you gain a Barbarian level, you learn one extra spell of any spell level you can cast, including cantrips.
Additionally, you can choose to change one known spell for any other spell for a spell level you can cast
Heightening Spells
When you get spell slots of 2nd level and higher, you can fill those slots with stronger versions of lower-level spells. This increases the spell’s level to match the spell slot. You must have a spell in your spell repertoire at the level you want to cast in order to heighten it to that level. Many spells have specific improvements when they are heightened to certain levels (page 299). The signature spells class feature lets you heighten certain spells freely.
Bloodrager Bloodlines
Aberrant
Something speaks to you from beyond the stars or below the earth. Ancient and unknowable, this alien infiuence presses against your mind, feeding you with their ancient and unknown rage.
Spell List Occult
Anathema
You are one with the aberrations of golarion, to attack them without provocation angers the forces from beyond the stars. If you attack an aberration before said aberration has landed a hit on you is your anathema.
Otherworldly body (Instinct Ability)
When you bloodrage, you're enveloped with alien energies that change your body. Your arms extend forward when yous strike, increasing the range of your melee attacks by 5ft.
Specialization Ability
You gain the Tentacular Limbs focus spell and you gain a focus spell pool of 1. You use your Charisma for any DCs or Spell Attack rolls.
Greater Specialization Ability
You gain the Aberrant Whispers focus spell and your focus pool increases by 1.
Raging Resistance
You resist Cold damage.
Demonic
Demons debase all they touch. One of your ancestors fell victim to their corruption, and you are burdened by that sin.
Spell List Divine
Anathema
Worshiping a good deity or performing too many actions that could be considered good (Up to GM discretion) is your anathema.
Demonic Claws (Instinct Ability)
When you bloodrage, you grow claws on your hands, granting you a claw natural attack that deals 1d6 Slashing damage and has the Agile, Unarmed and Finesse special properties. At 5th level, your claws are considered magic for the purpose of bypassing spell resistance. At 8th level, your claws deal 1d8 damage.
Specialization Ability
You gain the Glutton's Jaw focus spell and you gain a focus spell pool of 1.
Greater Specialization Ability
You gain the Swamp of Sloth focus spell and your focus pool increases by 1.
Raging Resistance
You resist Piercing and Slashing damage.
Diabolic
Devils are evil with a silver tongue, and one of your ancestors dallied in darkness or made an infernal pact.
Spell List Divine
Anathema
Being taken advantage of, whether you realized or not, is your anathema.
Hellfire Strike (Instinct Ability)
When you bloodraging, your body is engulfed in the flames of hell. All your weapons and Unarmed strikes gain the Flaming rune. If your weapon already has the Flaming rune, it instead gains the Flaming (Greater) rune.
Specialization Ability
You gain the Diablic Edict focus spell and you gain a focus spell pool of 1.
Greater Specialization Ability
You gain the Embrace the Pit focus spell and your focus pool increases by 1.
Raging Resistance
You resist Fire damage.
Draconic
The blood of dragons flows through your veins. These beasts are both fearsome in combat and skilled at magic. When you pick this bloodline, you must choose a dragon scale color. You cannot change this decision.
Spell List Arcane.
DRAGON | SCALE | COLORS |
---|---|---|
Dragon | Type | Element |
Black | Chromatic | Acid |
Blue | Chromatic | Electricity |
Green | Chromatic | Poison |
Red | Chromatic | Fire |
White | Chromatic | Cold |
Brass | Metallic | Fire |
Bronze | Metallic | Electricity |
Copper | Metallic | Acid |
Gold | Metallic | Fire |
Silver | Metallic | Cold |
Anathema
Letting a personal insult against you slide is anathema to your instinct. Choose whether your character respects or abhors your dragon type. If you respect it, defying such a dragon is anathema, and if you abhor it, failing to defeat such a dragon you come across is anathema.
Draconic Rage (Instinct Ability)
While bloodraging, you can increase the additional damage from Rage from 2 to 4 and change its damage type to match that of your dragon’s breath weapon instead of the damage type for your weapon or unarmed attack. If you do this, your Rage action gains the arcane and evocation traits, as well as the trait matching the damage type.
Specialization Ability
You gain the Dragon Claws focus spell and you gain a focus spell pool of 1.
Greater Specialization Ability
You gain the Dragon Breath focus spell and your focus pool increases by 1.
Raging Resistance
You resist piercing damage and the damage type of your dragon’s element.
Elemental
A genie ancestor or some other elemental influence has imbued your blood with primal fury, granting you great power over a specific element.
Spell List Primal
When you pick this bloodline, choose the type of elemental that infiuenced your bloodline: air, earth, fire, or water. If your element is air, you buffet your foes with powerful winds; if it’s earth, you toss huge chunks of rock; if it’s fire, you incinerate your foes with flame; and if it’s water, you inundate your foes with torrents of water.
Anathema
You hold great respect for the element that flows through your blood.
Elemental Rage (Instinct Ability)
While bloodraging, you can increase the additional damage from Rage from 2 to 6 and change its damage type to match that of your chosen element instead of the damage type for your weapon or unarmed attack. If you do this, your Rage action gains the Primal and evocation traits, as well as the trait matching the damage type.
Specialization Ability
You gain the Elemental Toss focus spell and you gain a focus spell pool of 1. The damage type dealt by this Focus Spell is changed to match the element tied to your bloodline.
Greater Specialization Ability
You gain the Elemental Motion focus spell and your focus pool increases by 1.
Raging Resistance
You resist slashing damage and the element tied to your type of elemental.
Fey
Fey whimsy or a tryst in a moonlit grove put the bewitching magic of the First World into your family’s bloodline.
Spell List Primal
Anathema
Disrespecting nature is your anathema, defending yourself against plant creatures is not.
Whimsical Rage (Instinct Ability)
Your bloodrage is less violent and almost enthralling. When you score a critical success on a melee attack roll, your target is also Confused 1 for one round.
Specialization Ability
You gain the Faerie Dust focus spell and you gain a focus spell pool of 1.
Greater Specialization Ability
You gain the Fey Disappearance focus spell and your focus pool increases by 1.
Raging Resistance
You resist piercing and slashing damage.
Hag
A hag long ago cursed your family, or you are a descendant of a hag or changeling, and their accursed corruption infests your blood and soul.
Spell List Occult
Anathema
Your soul is cursed with spite, envy and jealousy. Having less than an equal share of the wealth in the party is your anathema.
Evil Eye (Instinct Ability)
While bloodraging, you can perform an soul piercing glare at your foes. Whenever you land a hit with a melee weapon or unarmed strike, you can perform a Demoralize action as a free action.
Specialization Ability
You gain the Jealous Hex focus spell and you gain a focus spell pool of 1.
Greater Specialization Ability
You gain the Horrific Visage focus spell and your focus pool increases by 1.
Raging Resistance
You resist blunt and slashing damage.
Imperial
One of your ancestors was a mortal who mastered magic. Such magical blood can remain latent for generations, but in you it manifested in full.
Spell List Arcane
Anathema
Your pride in your heritage is strong. Refusing to honor a challenge or promise is anathema to you. Refusing a challenge or promise because you are incapable of performing the task is not.
Arcane Bloodrage (Instinct Ability)
When you bloodrage, you gain the effect of one of the following spells: Mage Armor, Magic Aura, Magic Weapon or Feather fall.
These are always 1st level spells and last for the duration of your bloodrage regardless of the spells actual duration.
Specialization Ability
You gain the Ancestral Memories focus spell and you gain a focus spell pool of 1.
Greater Specialization Ability
You gain the Extend Spell focus spell and your focus pool increases by 1.
Raging Resistance
You resist only slashing damage.
Undead
The touch of undead runs through your blood. Your family tree might contain powerful undead, like a vampire, or perhaps you died and returned a bit different.
Spell List Divine
Anathema
Direspecting the dead is your anathema, defending yourself against undead is not.
Necrotic Rage (Instinct Ability)
When you bloodrage, all melee weapons or unarmed strikes gain the Ghost Touch property rune for the duration of the bloodrage.
Specialization Ability
You gain the Undeath's Blessing focus spell and you gain a focus spell pool of 1.
Greater Specialization Ability
You gain the Drain Life focus spell and your focus pool increases by 1.
Raging Resistance
You resist blunt and negative damage.
Barbarian Feats
4th level
FAINT BLOODLINE MAGIC FEAT 4
When you take this feat, you learn two 1st level spells from the tradition indicated by your bloodline.
6th level
Broadened Instincts FEAT 6
8th level
BLOODLINE MAGIC FEAT 8
You become Expert in your spellcasting tradition.
12th level
GREATER BLOODLINE MAGIC FEAT 12
16th level
AWAKENED BLOODLINE MAGIC FEAT 16
You become Master in your spellcasting tradition.
New Cleric Feats
1st level
Divine Companion FEAT 1
6th level
Mature Companion FEAT 6
8th level
Heal Divine Companion FEAT 8
10th level
Incredible Companion FEAT 10
16th level
Specialized Companion FEAT 16
New Druid Feats
4th level
Waste Not, Want Not FEAT 4
New Fighter Feats
1st level
Battle Trance FEAT 1
Combat Advice FEAT 1
Crushing Blow FEAT 1
Disarm Training FEAT 1
Grapple Training FEAT 1
Feinting Training FEAT 1
Intimidation Training FEAT 1
Parry Stance FEAT 1
Second Wind FEAT 1
Shove Training FEAT 1
Spear Dance FEAT 1
Trip Training FEAT 1
Warrior's Steed FEAT 1
2nd level
Bravery FEAT 2
Lightning Reload FEAT 2
One Step Ahead FEAT 2
Size Up FEAT 2
Swift Aid FEAT 2
4th level
Bolstered Recovery FEAT 4
Choke Up FEAT 4
Distance Thrower FEAT 4
Half Haft FEAT 4
Rebounding Attack FEAT 4
Unmoving FEAT 4
6th level
Armor Training FEAT 6
Assured Strike FEAT 6
Boundless Stamina FEAT 6
Driving Blow FEAT 6
Dazzling Display FEAT 6
Determination FEAT 6
Mature Steed FEAT 6
Shielded Evasion FEAT 6
Shrug It Off FEAT 6
8th level
Armored Assault FEAT 8
Hustled Step FEAT 8
Chain Wrap FEAT 8
Spear Sweep FEAT 8
10th level
Battle Routine FEAT 10
Unparalleled Stamina FEAT 10
Incredible Steed FEAT 10
Quickened Combatant FEAT 10
12th level
Trained Steed FEAT 12
16th level
Hammer Quake FEAT 16
Specialized Steed FEAT 16
New Rogue Feats
Rogue Rackets
Eldritch Racket
You have studied the arcane diligently. Whether througth hard study or by stealing spellbooks from wizards and working your way from there, you have learned to cast some magic. You become trained in the Arcane tradition and Arcane spell DCs using your Intellegence as your casting ability score.
You can cast arcane spells using the Cast a Spell activity, and you can supply material, somatic, and verbal components when casting spells (see Casting Spells on page 302). You learn three cantrips and two 1st level spells from the Arcane spell list. Every time you gain a level after taking this archetype, you can learn one additional spell of any level you can cast. Additionally, you can copy spells to your spellbook in the same way a wizard can.
When you first take this archetype you can prepare up to two 1st level spells and three cantrips during your daily preparations. Spell slots you did not use during the day are lost when you do your daily preparations. Every time you gain a level after taking this archetype, you gain one additional spell slot for all spell levels you can cast to a maximum of 3 spell slots per spell level and 4 cantrips.
Some of your spells require you to attempt a spell attack roll to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Your key ability for casting spells is Intelligence and your spell attack rolls and spell DCs use your Intelligence modifier. Details on calculating these statistics appear on page 447.
You become trained in Arcana.
1st level
Partner In Crime FEAT 1
4th level
ARCANE STUDIES FEAT 4
6th level
Mature Partner FEAT 6
8th level
ARCANE HYPOTHESIS FEAT 8
12th level
ARCANE THEOREM FEAT 12
10th level
Incredible Partner FEAT 10
16th level
ARCANE THESIS FEAT 16
Specialized Partner FEAT 16
20th level
ARCANE APOTHEOSIS FEAT 16
New Wizard Feats
10th level
Altering Transmutation FEAT 10
-
Bull Enhancement The polymorphed creatures gain a +1 status bonus to Attack rolls and Strength-based skill checks. It becomes temporarily trained in Athletics for the duration of the spell, and if it is already trained in that skill it becomes expert instead.
-
Cat Enhancement The polymorphed creatures gain a +1 status bonus to AC, Reflex saves and Sexterity-based skill checks. It becomes temporarily trained in Acrobatics for the duration of the spell, and if it is already trained in that skill it becomes expert instead.
-
Bear Enhancement The polymorphed creatures gain a +1 status bonus to Fortitude saves, and Constitution-based skill checks. The targets also gain temporary hit points equal to their level plus your spellcasting modifier, in addition to any other temporary hit points gained from the spell itself. They lose any remaining temporary hit points when the spell ends.
-
Fox Enhancement The polymorphed creatures gain a +1 status bonus to Intelligence-based skill checks. The targets also become temporarily trained in two skill of their choice for the duration of the spell.
-
Owl Enhancement The polymorphed creatures gain a +1 status bonus to Perception checks and Will saves. It temporarily gains +2 to Initiative rolls for the duration of the spell.
-
Eagle Enhancement The polymorphed creatures gain a +1 status bonus to Charismabased skill checks. It becomes temporarily trained in Intimidation for the duration of the spell, and if it is already trained in that skill it becomes expert instead.
Clairvoyant Divination FEAT 10
d6 | Condition: your first action next turn must be... |
---|---|
1,2 | Perform an action with the concentrate trait. |
3,4 | Perform an action with the move trait. |
5,6 | Perform an action with the manipulate trait. |
d6 | ...to gain the following Benefit: |
---|---|
1,2 | An ally within 30 feet gains a +1 status bonus on their next attack, and that attack deals an additional 1d6 precision damage. This benefit has the fortune trait. |
3 | An enemy within 30 feet is flat-footed for one round and takes a -2 status penalty to each attack it makes during its next turn. This benefit has the misfortune trait. |
4,5 | When you or an ally within 30 feet attempts a saving throw, you can cause them to roll twice and take the better result. Once you do this, the effect ends. This benefit has the fortune trait. |
6 | When a target of one of your spells attempts a saving throw, you can cause them to roll twice and take the worse result. Once you do this, the effect ends. This benefit has the misfortune trait. |
Contained Conjuration FEAT 10
Crawling Necromancy FEAT 10
Draining Necromancy FEAT 10
Frightening Illusion FEAT 10
Persistent Abjuration FEAT 10
Subversive Enchantment FEAT 10
Supplement Illusion FEAT 10
Recoil Evocation FEAT 10
20th level
Wish Weaving FEAT 20
-
Any attempts to counteract the spell or its effects treats it as though the spell is 1 level higher than a 10th level spell.
-
If the spell has heighten (+1) or similar, it heightens as normal as though it is 1 level higher than a 10th level spell.
-
If the spell summons a creature, it is now capable of summoning a creature of 17th level or lower.
-
If the spell has specific effects when heightened to certain levels, the spell may gain new effects at GM discretion.
-
If you attempt to use wish metamagic on the wish spell, a blast of raw magical energy expands centered on your location. The blast has a radius of 1 mile and deals damage to each creature capable of casting spells equal to 2d10 for each level of the highest level spell they can cast (basic will save against your spell DC). If they critically fail their save, they are permanently unable to cast spells, which can only be reversed by Wish or similar magic. Using Wish Spell in this way subjects you to these effects, and then kills you.
Multiclass Dedications
Rule Changes
All feats with the Archetype trait that do not have the Dedication trait have their level requirement halved. For example, the Advanced Hunter's Trick becomes a level 3 feat, not level 6 feat. Also, any level 6 archetype feat that allows you to take a class feat from the class you multiclass into no longer halves your player level as prerequisite.
This rule change allows all Spellcasting feats to be taken before their benefits become available (see Core, pg. 219). This doesn't make the feats give spell slots earlier than the level stated in their corresponding Spellcasting Archetypes rules. Wording "available at 4th level" should read "upon reaching 4th level", and "taken at 12th level" should read as "upon reaching 12th level".
New Multiclass Feats
Hopeless Aspiration FEAT 1
Complete Dedication FEAT 10
Barbarian
Juggernaut's Fortitude † FEAT 14
Monk
Monk Moves † FEAT 8
Ranger
Master Spotter † FEAT 14
Rogue
Sneak Attacker † FEAT 4
Spells
Cantrips
Alter Self CANTRIP 1
Blaze CANTRIP 1
Bolster CANTRIP 1
Cleanse CANTRIP 1
Compact CANTRIP 1
Detect Conjuration CANTRIP 1
Dissolve CANTRIP 1
Fetch CANTRIP 1
Freeze CANTRIP 1
Punish CANTRIP 1
Razor Wind CANTRIP 1
Sparkling Personality CANTRIP 1
Stagger CANTRIP 1
Thrust CANTRIP 1
Ward CANTRIP 1
Weaken CANTRIP 1
1st Level
Adhesive Spittle SPELL 1
Bane † SPELL 1
Bless † SPELL 1
Danger Sense LEVEL 1
Detect Metal LEVEL 1
Friendly Rivalry SPELL 1
Grow Mane SPELL 1
Jump † SPELL 1
Lightning Bug SPELL 1
Magic Rope SPELL 1
Mirror Sight SPELL 1
Serpent speech SPELL 1
Serpentine Surprise SPELL 1
Speak with Cats SPELL 1
Thundering Roar SPELL 1
2nd Level
Absurdity SPELL 2
Bloodbath SPELL 2
Catfriend SPELL 2
Combat Prescience SPELL 2
FabricateSPELL 2
False Piety SPELL 2
Fangs of the Serpent SPELL 2
Gross Globule SPELL 2
Hibernate SPELL 2
Phantom Medic SPELL 2
Protective Bond SPELL 2
Shatterhand SPELL 2
Spell TricksterSPELL 2
Split Potion SPELL 2
Trailblazer SPELL 2
3rd Level
Armor-piercing Bite SPELL 3
Aquatic Form SPELL 3
- AC = 17 + your level. Ignore your armor’s check penalty and Speed reduction.
- 5 temporary Hit Points.
- Low-light vision.
- One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can use. You're trained with them. Your attack modifier is +14, and your damage bonus is +5. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack bonus is higher, you can use it instead.
- Athletics modifier of +14, unless your own modifier is higher.
You also gain specific abilities based on the type of creature you choose.
- Amoeboid Speed 10 feet, climb Speed 10 feet, swim Speed 15 feet; motion sense 60 feet, no vision; an amoeboid can sense nearby movement through vibrations and air or water movement; Melee pseudopod, Damage 1d6 bludgeoning plus 1d4 acid; breathe underwater, but not in air.
- Aquatic Mammal swim Speed 35 feet; wavesense 30 feet ; Melee pummel, Damage 2d8 bludgeoning.
- Cephalopod Speed 5 feet, swim Speed 20 feet; wavesense 30 feet; Melee arm (agile, reach 10 feet), Damage 2d4 bludgeoning ; Jet (move) You move up to 120 feet in a straight line through the water without triggering reactions.
- Fish swim Speed 35 feet; wavesense 30 feet; Melee jaws, Damage 2d8 piercing; breathe underwater, but not in air.
Carrion Compass SPELL 3
Carry Bubble SPELL 3
Cold-Blooded Speed SPELL 3
Crosswinds SPELL 3
Crushing Coils SPELL 3
Curse of the Forked Tongue SPELL 3
Good Shepherd’s Light SPELL 3
Gusting Sphere SPELL 3
Fiery Mane SPELL 3
Forceful Roar SPELL 3
Lion's Courage SPELL 3
Loose Bonds SPELL 3
Lore Delve SPELL 3
Ooze Form SPELL 3
- AC = 16 + your level. Ignore your armor’s check penalty and Speed reduction.
- 10 temporary Hit Points.
- Precise motion sense 60 feet and no vision. You gain Motion sense You can sense nearby motion through vibration and air movement.
- One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can use. You're trained with them. Your attack modifier is +14, and your damage bonus is +5. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack bonus is higher, you can use it instead.
- Mindless Mode Trigger You fail a Will save against a mental effect. Effect You gain the mindless trait for the spell’s duration, granting you immunity to mental effects (including the triggering effect). Your Charisma and Intelligence modifiers are reduced to –5 and you cannot use concentrate actions.
You also gain specific abilities based on the type of creature you choose.
- Black Pudding Speed 15 feet, climb Speed 15 feet; Melee pseudopod, Damage 1d4 bludgeoning plus 1d6 acid.
- Gelatinous Cube Speed 15 feet; Melee cube face Damage 2d4 bludgeoning
- Ochre Jelly Speed 15 feet; Melee pseudopod, Damage 1d6 bludgeoning plus 1d4 acid.
- Sewer Ooze Speed 10 feet; Melee pseudopod, Damage 1d4 bludgeoning plus 1d4 acid.
- Black Pudding When a foe hits you with a metal or wooden weapon, the foe must succeed at a Reflex save or the weapon takes 2d6 acid damage (after dealing damage to you normally). Thrown weapons and ammunition automatically take this damage with no save.
- Gelatinous Cube You gain Engulf, Transparent, and a Stealth modifier of +14, unless your own modifier is higher. Engulf DC = your Spell DC, 2d6 acid, Escape DC = your Spell DC, Rupture 7. Transparent You become so clear that you are difficult to spot. While you are stationary, other creatures cannot notice you unless they succeed at a Perception check (DC = your Spell DC), and a creature must be Searching to attempt this check. A creature that walks into you is Engulfed.
- Ochre Jelly/ Your pseudopod gains Lesser Grab. Lesser Grab As Grab, except after using the action you must succeed at an Athletics check against the target’s Reflex DC to grab them.
- Sewer Ooze You gain Filth Wave. Filth Wave Frequency once per spell; Effect You unleash a wave of filth, covering all creatures within a 20-foot emanation. Each creature in the area must succeed at a Reflex save or take 1d4 acid damage and take a –10-foot penalty to its Speeds for 1 minute (on a critical fail, the creature also falls prone). A creature can spend an Interact action to reduce the Speed penalty by 5 feet with each action.
- Black Pudding Increase the acid damage you deal to weapons that hit you to 2d8 acid damage.
- Gelatinous Cube You gain Paralysis. Paralysis (incapacitation) A creature that you Engulf or hit with a pseudopod is paralyzed unless it succeeds at a Fortitude save. A victim can attempt a new save to recover at the end of each of its turns.
- Ochre Jelly You gain the Constrict ability. Your Constrict damage is equal to your pseudopod damage and the DC is equal to your Spell DC.
- Sewer Ooze The frequency of your Filth Wave improves to three times per spell.
Pillow Talk SPELL 3
Plague of Fleas SPELL 3
Ranged Legerdemain SPELL 3
Rune of Recording SPELL 3
Scrapegoat SPELL 3
Shed Skin SPELL 3
Shuffling Bolt SPELL 3
Static Steps SPELL 3
Sneeze Spores SPELL 3
Maximum Duration 1 minute Stage 1 sickened 1 (1 round) Stage 2 sickened 1 and can’t use reactions (1 round); Stage 3 sickened 2 and can’t use reactions (1 round).
Tempter's Tongue SPELL 3
Turn to Arrow SPELL 3
Wall of Sand SPELL 3
Warning Rattle SPELL 3
4th Level
Animate Dead SPELL 4
Call the PrideSPELL 4
Cold Caress SPELL 4
Dragon’s Breath SPELL 4
Elastic Cord SPELL 4
Enervation SPELL 4
Erratic Spray SPELL 4
Explosive Rebuke SPELL 4
Frigid Javelin SPELL 4
Mind Maze SPELL 4
Razor Wire BallSPELL 4
Spread Weakness SPELL 4
Trickster’s Beacon SPELL 4
Unhinge Jaw SPELL 4
Wear Skin SPELL 4
Zoophobia SPELL 4
5th Level
Blood Tentacles SPELL 5
Explosive Crystals SPELL 5
Flash Forward SPELL 5
Geyser SPELL 5
Hypothetical Scenario SPELL 5
Impotent Rage SPELL 5
Man-Eater SPELL 5
Magic Map SPELL 5
Magma Jet SPELL 5
Mortal Terror SPELL 5
Parchment Swarm SPELL 5
Resist Magic SPELL 5
Rigor Mortis SPELL 5
Sun's Disdain SPELL 5
Wall of Glass SPELL 5
6th Level
Followed Footsteps SPELL 6
Raining Daggers SPELL 6
Shadow Thief SPELL 6
Wall of Bone SPELL 6
7th Level
Bubbling Blight SPELL 7
- 25 temporary hit points.
- Immunities: acid, critical hits, piercing, precision, slashing.
- Horrific Gaze (arcane, aura, enchantment, visual) 30 feet. When a creature ends its turn within the aura it must attempt a DC 28 Will save or become dazzled and fascinated. These conditions last until the subject can no longer see you.
- Darkvision 60 feet.
- Speed 20 feet, climb 20 feet; Melee pseudopod +25 (reach 10 feet), Damage 2d10+6 bludgeoning plus 2d6 acid and Grab. On a critical hit the acid damage is persistent, Constrict 1d10+6 bludgeoning plus 1d6 acid.
Hungry Darkness SPELL 7
Expel Blood SPELL 7
Greater Blood Ooze CREATURE 9
Greater Blood Oozes are blood oozes given a terrible will through arcane means. Unlike its lesser kind, its hunger for blood is tempered by a hatred for the creature it was once part of.
Future Self SPELL 7
Shell Game SPELL 7
Thethered Game SPELL 7
8th Level
Canotic Contingency SPELL 8
Fling SPELL 8
Slough SPELL 8
Storm Bolts SPELL 8
Time Dilation SPELL 8
Waves of Ecstasy SPELL 8
9th Level
Ambush Teleport SPELL 9
Dust to Dust SPELL 9
Essence Drain SPELL 9
Icy Prison SPELL 9
Shifting Shadows SPELL 9
Tsunami SPELL 9
Truth in All Things SPELL 9
10th Level
Commandeer SPELL 10
Damned Enemies SPELL 10
Enmity SPELL 10
Manifold Veil SPELL 10
Prescient Protection SPELL 10
Transfiguring Touch SPELL 10
Rituals
1st Level
Find Companion RITUAL 1
Restore the Broken Body RITUAL 1
Rites of Shatterspell RITUAL 1
2nd Level
Skinsuit Transformation RITUAL 2
3rd Level
Resurrect Companion RITUAL 3
5th Level
Half-Blood Extraction RITUAL 5
6th Level
Essence DivisionRITUAL 6
8th Level
Twisting of Flesh and Form RITUAL 8
Firearms
Base Models
Model | Price | Damage | Range | Reload | Bulk | Hands | Traits |
---|---|---|---|---|---|---|---|
Pistol (Item 3) | 150 gp | 1d8 P | 30 ft. | 1 | L | 1 | uncommon Agile, Misfire 2, Fatal d10, Puncture |
Musket (Item 3) | 180 gp | 1d10 P | 60 ft. | 2 | 1 | 2 | uncommon Misfire 2, Fatal 2d8, Puncture |
Blunderbuss (Item 4) | 240 gp | 1d10 P | 20 ft. | 2 | 1 | 2 | uncommon Misfire 4, Fatal 2d10, Blast |
Rifle (Item 5) | 350 gp | 1d12 P | 80 ft. | 2 | 1 | 2 | uncommon Misfire 1, Fatal 2d8, Puncture |
Launcher (Item 12) | 850 gp | 2d12 P | 100 ft. | 3 | 2 | 2 | uncommon Misfire 5, Fatal 4d8 |
Technology Level
Technology Level | Price | Damage | Range | Reload | Bulk | Hands | Traits |
---|---|---|---|---|---|---|---|
Matchlock | — | — | -10 ft. | +1 | — | — | Misfire +2 |
Flintlock | — | — | — | — | — | — | Misfire +1 |
Percussion Cap | — | — | — | — | — | — | — |
Cartridge Guns | x3 | — | — | — | — | — | rare Misfire -1, Magazine 4-6 |
Modern Firearms | x5 | — | — | — | — | — | rare Misfire -1, Deadly d12, Magazine 6-15 |
Ammunition
Model | Price | Damage | Range | Reload | Bulk | Hands | Traits |
---|---|---|---|---|---|---|---|
Bullets | 2 gp (x10) | — | — | — | — | — | — |
Paper Cartridge¹ | 3 gp (x10) | — | — | — | — | — | Reload -1 |
Metal Cartridge², 4 | 5 gp (x4) | — | — | — | — | — | Reload 0 while cartridge full |
Metal Cartridge², 6 | 9 gp (x6) | — | — | — | — | — | Reload 0 while cartridge full |
Metal Cartridge², 10 | 18 gp (x10) | — | — | — | — | — | Reload 0 while cartridge full |
Metal Cartridge², 15 | 30 gp (x15) | — | — | — | — | — | Reload 0 while cartridge full |
Design Modifiers
Modifier | Price¹ | Damage | Range | Reload | Bulk | Hands | Traits |
---|---|---|---|---|---|---|---|
Double Barreled | x1.5 | — | — | +2² | — | — | Magazine 2 |
Double Trigger | x1.5 | — | -10 ft. | +2²; | — | — | Multishot 2, Recoil +1, Misfire +2 |
Burst Shot³ | x2.5 | — | — | — | — | — | Repeating 3 |
Full Auto³ | x5 | — | — | — | — | — | Repeating 4 |
Optical Scope | x1.5 | — | — | — | — | — | halve range increment penalty |
Night Scope³ | x2 | — | — | — | — | — | darkvision, halve range increment penalty |
The Firearm weapon category covers all guns and their ammunition. Firearms are considered Advanced weapons or Uncommon or Rare rarity. To design a firearm, choose its base model and a technology level. There are 5 broad firearm technology levels. From least advanced to most they are: matchlocks, flintlocks, percussion caps, cartridge firearms, and modern firearms. Pick appropriate ammunition type and design modification, if necessary. Your choices will modify the firearm statistics, its price, and add new weapon traits or modify existing ones.
You can train to use Firearms anytime you gain proficiency with an Advanced weapon, or the Firearm Training feat. However, you must be trained in Lore (Firearms) and own a Gunsmith Kit in order to repair and maintain your weapon.
Crafting firearms and ammunition requires both training in Lore (Firearms) and the Gunsmith general skill feat. Ammunition are considered of one rarity below the firearm for the purpose of acquiring blueprints or formulas. Propellants like gunpowder or magical propellants are available through Alchemist Research Field (Gunsmith).
Firearm Qualities
Shoddy
A weapon with the shoddy trait breaks when the it reaches Jammed 2 condition (or Jammed 3 for Modern firearms). Crafting shoddy firearms decreases the Item Level by 2 and their crafting price is halved.
Firearm Traits
Blast
A Weapon with the blast trait fires in a wide area as opposed to the normal means of firing. It cannot target creatures beyond its first range increment, instead it targets all creatures in a cone shaped emanation based on it’s range in a direction of your choice. Rolling to hit once with a -2 circumstance penalty and comparing the result against the AC of each creature in the affected area. Damage is also only rolled once once, applying the result to each creature successfully hit by the blast.
Magazine
The magazine trait indicates that a weapon can be fired more than once before reloading, whether because it has a magazine that can store multiple rounds or has multiple barrels that need to be reloaded separately. The trait always has a value that indicates how many rounds the weapon can hold. As long as the magazine has bullets in it, the weapon has Reload 0. Multi-barreled weapons have two Reload values: the normal one of the base model, and an increased one to reload all the barrels of the weapon.
Misfire
The Misfire trait always has a value. When you strike with a weapon with the Misfire trait and the d20 result lands on a number equal to or lower than the Misfire value, the weapon gains the Jammed 1 condition, if it already has the jammed condition it increases its value by 1, potentially breaking the weapon. You can take the Unjam Weapon action to remove that condition.
A weapon with the Jammed condition takes an item penalty to attack rolls equal to this value. If the Jammed condition ever reaches Jammed 3, the weapon gains the Broken condition and loses the Jammed condition. Modern firearms only gain the broken condition once they obtain the Jammed 4 conidtion.
Unjam Weapon SKILL ACTION
Multishot
This weapon has the option to fire multiple ammunition as part of the same attack. On a hit within the first range increment, you double the number of weapon dice. You must reload number of ammunition equal to the multishot value before using this optional attack again.
Puncture
This weapon is made for punching through armor. The critical hit threshold you must beat the AC by is reduced by 1, from the usual 10 to 9.
Repeating
The repeating trait denotes the weapon is capable of automatic rapid fire. The trait always has a value that indicates the number of ammunition that can be fired with the Rapid Fire action in combat. While using Rapid Fire, the range increment penalty is increased from -2 to -3.
Rapid Fire BASIC ACTION
Critical Specialization
Firearms have one of the following critical specialization effects depending on if they possess the deadly trait or not:
Weapons without deadly trait. The weapon pierces the target, weakening its attacks. The target is clumsy 1 until the start of your next turn.
Weapons with deadly trait. The weapon pierces the target, leaving massive bleeding wound and weakening its attacks. The target takes persistent bleed damage equal to 1d4 plus the number of weapon dice rolled. The target is clumsy 1 until it stop taking persistent bleed damage.
Ammunition
To attack with a firearm, it must must be loaded with a complete ammunition load. Unless otherwise stated, each unit of ammunition is composed of a propellant and a projectile, and a number of ammunition can be placed in a cartridge.
Propellant: This is a propellant for firearm’s projectile. Unless otherwise specified, an ammunition load must have a propellant, cannot have more than one, and can use any propellant of the appropriate ammunition type.
Projectile: This is the projectile for a firearm. Unless otherwise specified, an ammunition load must have a projectile, cannot have more than one, and can use any projectile of the appropriate ammunition type.
Cartridge: Cartridges are pre assembled loads of a projectile and a propellant. These might take the form of paper cartridges, metal cartridges, or more exotic assemblies. Unless otherwise specified, they must be composed of a single projectile and a single charge of propellant.
Gun Powder ITEM 1+
FIREARM CRAFTING OPTIONS
Model | Level | Price | Bulk | Qty |
---|
Gunpowder Charge (Crude) | 1 | 5 sp | L | 5 |
Gunpowder Charge (Improved) | 3 | 5 p | L | 5 |
Gunpowder Charge (Refined) | 5 | 20 gp | L | 5 |
Gunpowder Charge (Pure) | 10 | 100 gp | L | 5 |
Bullet (metal jacket) | 1 | 1 gp | L | 5 |
Bullet (rubber) | 1 | 1 sp | L | 5 |
Dragon's Breath (Lesser) | 1 | 10 gp | L | 1 |
Dragon's Breath (Moderate) | 3 | 30 gp | L | 1 |
Dragon's Breath (Greater) | 11 | 300 gp | L | 1 |
Dragon's Breath (Major) | 17 | 3000 gp | L | 1 |
Tangleshot (Lesser) | 1 | 7 gp | L | 1 |
Tangleshot (Moderate) | 3 | 23 gp | L | 1 |
Tangleshot (Greater) | 11 | 230 gp | L | 1 |
Tangleshot (Major) | 17 | 2300 gp | L | 1 |
Armor Piercing (Crude) | 5 | 50 gp | — | 1 |
Armor Piercing (Improved) | 10 | 250 gp | — | 1 |
Armor Piercing (Refined) | 14 | 1250 gp | — | 1 |
Armor Piercing (Pure) | 17 | 5000 gp | — | 1 |
Gunsmith Kit | 1 | 10 gp | 1 | 1 |
Quick Loader | 5 | 10 gp | L | 1 |
Bullets ITEM 1
Precious Metals | Level | Price | Bulk | Qty |
---|---|---|---|---|
Cold Iron | — | 2 gp | L | 10 |
Silver | — | 5 gp | L | 10 |
Adamantium | — | 50 gp | L | 10 |
Dragon's Breath ITEM 1+
The target takes an additional 1d6 damage of the dragon breath’s damage type and additional effect depending on the type and quality of the dragon's breath.
Dragon's Breath (Acid)
Dragon's Breath (Fire)
Dragon's Breath (Electricity)
Dragon's Breath (Frost)
Tangleshot ITEM 1+
Armor Piercing ITEM 1+
Equipment
Gunpowder (Dose)
Gunpowder (Horn)
Gunpowder (Keg)
If the keg ever takes any amount of fire damage, the keg will ignite and explode. Dealing 4d6 fire damage with a Basic Reflex save (DC 20) to anyone in a 10 foot radius of the keg.
Gunpowder (Barrel)
If the barrel ever takes any amount of fire damage, the barrel will ignite and explode. Dealing 7d6 fire damage with a Basic Reflex save (DC 25) to anyone in a 15 foot radius of the barrel.
Gunsmith Kit
Quick Loader
Simple Gear
New Rules
Drawing Items from Containers
The game introduces three types of containers - backpacks, satchels and bandoliers. Each type of container has different bulk capacity and speed of item retrieval.
Items in backpacks are considered stored. It takes a Interact action to take off the backpack, a Interact action to rummage in the backpack. You need two free hands for both taking off and rummaging in your backpack. You must separately Interact with the retrieved item after you have drawn it.
Items in satchels and bandoliers, as well as weapons in a sheath, are considered stowed. It takes a Interact action to rummage in a satchel, or draw your weapon from your sheath. You need two free hands for rummaging in your satchel. You must separately Interact with the retrieved item after you have drawn it.
A single tool occupying a whole bandolier is considered prepared. It takes a free action to draw a prepared tool from a bandolier as part of the Interact action to use that item. You need as many free hands to Interact with your bandolier as it takes to Interact with the tool (usually 2). All other items (such as potions, elixirs, throwing knives) stored in a bandolier are considered stowed
Manipulate Trait
Actions with the manipulate trait require at least one free hand unless another trait allows to use a weapon or a tool instead of a free hand.
Wielding Items
Passing an item held with one hand from one hand to the other (such as held by left hand but thrown using the right main hand) is a free action.
Consumable Tools
Alchemist tools, Artisan tools, Healer's tools, Material Component Pouch and Repair kit have 20 uses, and each time you attempt a check that lists a tool as prerequisite one use is spent. Once all uses are spent, the item is destroyed unless it provides an item bonus to the skill check. Tools with an item bonus can be refilled with the contents of a normal tool of the same type.
Alchemist's Advanced Alchemy requires the alchemist tool and spends two uses of the tool if one or more units of daily infused reagents is used to make alchemical items.
Material component pouch can refill during your daily preparations if you spend 1 sp per 5 uses to purchase missing ingredients, or spend 1 hour per 5 uses to collect them from your environment (where the GM allows).
Disguise kit has only one use but can be replenished with replacement cosmetics. Elite disguise kit has only one use and can be replenished with elite cosmetics.
Clothes and Prepared Items
Clothing has pockets that can be used to store items. Each pocket can contain up to three items of negligible Bulk or up to 1 item of light Bulk. The GM can restrict some pockets to negligible Bulk only if they are decorative instead of practical.
Items stored in pockets are considered prepared and the rules for retrieving items from bandoliers apply to them. Ordinary clothes have 2 pockets. Winter clothes have 4 pockets. Fine clothes have 1 pocket. Explorer's clothing have 6 pockets. If you wear any clothes and another light, medium or heavy armor on top of them, maximum of two pockets can be accessed no matter how many pockets the clothing has.
Your clothing also has a belt that can have one item of up to 1 Bulk attached to it, usually the sheath of your weapon. For the price of a belt pouch, you can purchase a tool belt that allows up to 4 items of light Bulk attached to it. Items stored on your belt are considered stowed and the rules for retrieving items from satchels apply to them.
Any pocket on your clothes can be made hidden. Hidden pockets can only contain one item of negligible Bulk. Items in a hidden pocket cannot be detected using vision, and have +4 circumstance bonus to your Stealth DCs against being detected with touch. Padded Armor can have up to 2 hidden pockets, and its pockets can also contain one item of light Bulk. Items stored in clothing are considered stowed and use the rules for retrieving items from satchels. If you wear another armor over your clothes, items stored in hidden pockets under your clothes are considered stored and use the rules for retrieving items from backpacks.
Items stored inside a pocket are considered as part of your clothing. If your clothing gains the broken condition, any excess damage dealt to your clothing is also dealt to every item in all its pockets.
Animal Carrying Capacity
A quadrupedal animal can be equipped with one saddlebag if Medium size. An additional saddlebag can be added per size category above Medium. The animal can comfortably carry you and up to the Bulk limit of its saddlebags.
A saddlebag worth 2 sp holds up to 3 Bulk of items. A number of Bulk do not count against its Bulk limit equal to the animal's Strength modifier. If you are carrying or stowing the saddlebag it is light and when equipped on an animal its bulk is negligible.
A quadrupedal animal can be put to pull a cart. Carts have size categories starting with Medium. Carts require at least one animal of a size category above the cart's, or two animals of its size category. A cart worth 5 gp can hold up to 30 Bulk worth of items if Medium, and each category above Medium increase that limit by additional 20 and its price by 5 gp.
The speed of the cart depends on the animals that pull it. The animal Speed is reduced by 5 feet when they are put to pull a cart, and by additional 5 feet if the cart contains items with total Bulk equal or higher than half the maximum. Shoddy or damaged carts further decrease the speed by additional 5 feet.
Limit on Containers
You can carry unlimited amount of worn satchels and bandoliers however you can benefit from the increased ease of retrieving items from several of them only. Designate up to 3 belt pouches or bandoliers and up to 2 satchels as your primary ones. All the rest count as backpacks for the purpose of retrieving items from them.
Snare Usage
Snare items with mechanical trait become broken once set and activated. Broken Snares can be repaired and reused with the Repair Snare exploration activity.
New Items
Caltrops † ITEM 1
The first creature that moves into or leaves that square must succeed at a DC 14 Acrobatics check, or a Perception check against the caltrops' concealment DC if they are hidden. If the creature fails, it takes 1d4 piercing damage and 1 persistent bleed damage, and contracts any poison applied. A creature taking persistent bleed damage from caltrops is clumsy 1 and takes a –5-foot penalty to its Speed. It also takes 1 piercing damage for each 5 feet of distance unless it spends an Interact action to pluck the caltrops free. Removing the caltrops removes the clumsy condition and reduces the flat check to stop persistent damage to DC 11.
Once a creature takes damage from caltrops, enough caltrops are ruined that other creatures moving into the square are safe. Deployed caltrops in a 5 foot area can be salvaged by gathering for 1 minute and reused if no creatures took damage from them. Otherwise, enough caltrops are ruined that they can’t be salvaged.
Harness of Riding ITEM 1
Pocket Sand ITEM 1
Shield † ITEM 1+
Weighted Net ITEM 1
Magical Gear
Minor Runes
Minor runes are another class of runes which can be etched on various items. Unless otherwise specified, they can be etched onto weapons and armor without a fundamental rune and they don’t count against the number of property runes an item can hold. All items can hold up to 1 minor runes without needing to have a fundamental rune, and an item with at least one fundamental rune can hold up to 2 minor runes.
If an item has multiple etchings of the same rune, only one of the runes applies. You can upgrade and transfer minor runes in the same way as fundamental and property runes.
LIST OF MINOR RUNES
Animating |
Attracting |
Bonding |
Chilling |
Chiming |
Cloning |
Coloring |
Dictating |
Durable |
Evergreen |
Flavoring |
Folding |
Glowing |
Quieting |
Renewing |
Swinging |
Warning |
Evergreen |
Flavoring |
Folding |
Glowing |
Quieting |
Renewing |
Swinging |
Warning |
Animating RUNE 1+
Attracting RUNE 3
Bonding RUNE 2+
Chilling RUNE 1+
Chiming RUNE 0
Cloning RUNE 1+
Coloring RUNE 0+
Dictating RUNE 1+
Durable RUNE 1+
Evergreen RUNE 1+
Flavoring RUNE 2+
Folding RUNE 1+
Glowing RUNE 0+
Queting RUNE 2+
Renewing RUNE 1+
Singing RUNE 1
The volume of the sound depends on the item on which it is etched. An object of less than 1 Bulk produces sound clearly audible within 10 feet, and the distance increases by 10 feet for each additional 1 Bulk.
When paired with a quieting rune, only the deafened creature hears the song and this auditory effect overrides their deafened condition.
Warming RUNE 1+
Fundamental Runes
These special optional runes for shields will allow you to upgrade your current shields instead of having to aim for specific magical shields.
Shield Potency ITEM 4+
Weapon Property Runes
These special optional runes for shields will allow you to upgrade your current shields instead of having to aim for specific magical shields.
Reliable ITEM 7+
Magic Ink and Tattoos
Magic Ink ITEM 3+
When you begin the grafting process using the standard Magical Crafting rules, choose a spell to be grafted into the ink. You have to either cast that spell during the process, or someone else must do so in your presence. That spell doesn't have its normal effects; instead, the magic is captured in the ink. The casting must come from a spellcaster expending a spell slot. You can’t make a magic tattoo from a spell that comes from another magic item, for example. You can only turn non-cantrip spells with 2 or less actions and no material components into magical tattoos. Spell casted from Magical Tattoos are not heightened and cannot be Heightened through any means. Each magical tattoo created has the Uncommon, Invested, Magical and Tattoo traits in addition to whatever traits the spell grafted has.
Magical tattoos activated using the same amount of actions used to cast the spell they contain, replacing Verbal components with Envision components, and Somatic components with Interact components. All Magical Tattoos can be activated once per day.
Releasing spells from magical tattoos is straining for your body. After releasing the second spell in a day, you gain the fatigued condition. After releasing the third spell in a day, you gain the drained 1 condition. Each following spell you release in the same day increases your drained condition by 1.
Magic ink can also be found as pre-enchanted state. In such scenario the person grafting the tattoo does not need to have a spellcaster cast the spell into the ink as it has already been charged into the ink.
Tomes
While some spellcasters prefer the raw power offered by a magical staff, others seek to harness the unique advantages of the tome. A spellcaster must charge their tome in the heat of battle, storing power until the right moment presents itself to unleash deadly magic.
Casting Spells from a Tome
A tome gains charges via the Charge a Tome activity. The person who is attuned to a tome can expend the charges to cast spells from it. You can Cast a Spell from a tome only if you have that spell on your spell list, are able to cast spells of the appropriate level, and expend a number of charges from the tome equal to the spell’s level. Casting a Spell from a tomerequires holding the tome (typically in one hand) and Activating the tome by Casting the Spell, which takes the spell’s normal number of actions. If the tome lists additional ways to gain charges, it must be wielded in order to gain these charges.
Use your spell attack roll and spell DC when Casting a Spell from a tome. The spell gains the appropriate trait for your magical tradition (arcane, divine, occult, or primal) and can be affected by any modifications you can normally make when casting spells, such as metamagic feats. You must provide any material components, cost, or focus required by the spell, or you fail to cast it.
Charge a Tome
Wizard Arcane Thesis: Tome Attunement
Your findings have led you to understand the finer points of using tomes to fuel your magic, which you now do with maximum efficiency. You’ve constructed a makeshift tome, thereby furthering your understanding of its inner workings.
You begin play with a makeshift tome of your invention. It contains one 1st-level spell from your spellbook. You can Craft your makeshift tome into another type of tome for the new tome’s cost, adding the spell you originally chose to the tome you craft. You can also Craft additional makeshift tomes, which have a cost of 10 gp. When you do, any previous makeshift tomes lose their magic and any new tome created using a makeshift tome loses its additional spell. You gain the Siphon Tome action.
Siphon Tome
Max Level
Each tome has a listed max level. Any spell inside a tome can be heightened to any level up to that level when cast from a tome.
Attuning to a Tome
To use a tome, you must first attune to it during your daily preparations. You can only attune to one tome at a time, and you cannot both attune to a tome and also prepare a staff.
Tome of Prayer ITEM 3
Tome of Prophetic Sight ITEM 3
Tome of Undeath ITEM 5
Tome of Memory ITEM 7
Tome of Armory ITEM 9
Tome of Burning ITEM 9
Tome of Beasts ITEM 11
Tome of Charging Missiles ITEM 11
Tome of the Thunderstorm ITEM 13
Codex of the Infinite Planes ITEM 30
The Codex also contains the rituals Planar Binding, Freedom, Imprisonment and Create Demiplane, all heightened to 10th level. If the primary caster is wielding this tome during one of those rituals, each secondary casters gains a +3 item bonus to any skill checks they make as part of that ritual, and the primary caster instead gains a +5 item bonus. If a ritual critically fails while the primary caster is wielding the Codex, the primary caster must succeed a DC 50 Arcana check or a major calamity occurs at the ritual’s location.
1d20 | Minor Calamity |
---|---|
1-5 | The Codex casts meteor swarm, targeting the caster with one meteor and randomly selecting targets within range for the others. |
6-10 | The Codex casts earthquake, with the burst centered on the caster. |
11-15 | The Codex summons a creature from another plane which is at least level 20. The GM determines what creature is summoned. The creature is hostile to the caster and their allies. |
16-19 | The Codex transports the caster to a different plane (chosen by the GM). The Codex is left behind. |
20 | The caster must succeed a DC 50 fortitude save or die. |
1d20 | Major Calamity |
---|---|
1-5 | For the next 10 minutes, the Codex casts meteor swarm at the start of each round, targeting creatures within range at random. After that time has passed, a massive meteor impacts onto the Codex, dealing 20d10 bludgeoning damage and 25d6 fire damage to each creature and object within 500 feet of the Codex (basic reflex save, DC 60). This leaves a massive crater around the book. |
6-10 | The Codex casts earthquake heightened to 10th level with the burst centered on the caster. This earthquake is particularly destructive; the flat DC for a collapse is 5 lower for all structures. |
11-15 | The Codex opens a gate to another plane (such as the abyss), causing 1d4 creatures to appear at the start of each round. The creatures are at least level 16, and are hostile to the caster and their allies. After 4 rounds, a creature which is at least level 20 emerges, and after 8 rounds a creature which is at least level 24 emerges. After 1 minute, the gate closes. The gate can be counteracted by a 10th level dispel magic or a wish (DC 45). |
16-19 | The caster and each creature within 60 feet is transported to a different plane (chosen by the GM). They leave all possessions behind other than mundane clothing. Each spellcaster transported this way must roll a d10. They lose all spell slots and prepared spells with a level equal to or higher than the number rolled until their next daily preparations. |
20 | As per the minor calamity, and each creature within 500 feet of the Codex must succeed a DC 40 fortitude save or die. The souls of each creature who dies this way melds together into one, destroying any semblance of who they were before and preventing any form of resurrection. |
Basic Actions
Aid †
When you use the Aid reaction, attempt a skill check or attack roll of a type decided by the GM. The typical DC is 20, though the GM may choose to adjust thia DC for particularly easy or hard tasks. If you are an expert, you may instead attempt a DC 30 check to increase the circumstance bonus on a successful check to +2, if you're a master you may instead attempt a DC 40 check to increase the bonus to +3, and if you're legendary you may instead attempt a DC 50 check to increase the bonus to +4. The GM can add any relevant traits to your preparatory action or your Aid reaction depending on the situation, or even allow you to Aid checks other than skill checks and attack rolls.
Antagonize
The GM should encourage their players to come up with fitting insults. A deeply personal or culturally intolerable provocation may further increase the taunted value by 1, or affect the behavior of the target beyond the effect of the taunted condition. The GM may also waive the temporary immunity and allow the target creature to be Antagonized again if a player finds a way to build upon the insult without repeating it.
Called Shot
Called Shot Body Regions
When you make a Called Shot, you choose one body region to target. This must be a body region that your target possesses; for example, you couldn’t choose manipulating limb if your target is a snake because snakes lack dedicated manipulating limbs. When you attempt a Called Shot, you take a circumstance penalty to your Strike’s attack roll based on the body region that you’re targeting.
If your Called Shot is a success, your target moves one step down the injury track associated with that body region, typically to Stage 1 if the target doesn’t have a previous injury to that body region. If the target is already injured, they instead progress one stage down that body region’s injury track. If your Strike is a critical Hit, they move two steps down the injury track, up to Stage 4.
Recovering from an injury caused by a Called Shot is difficult. To recover from an injury, the victim must receive one or more 24-hour days of medical treatment via the Treat Wounds skill action, as noted by the body region’s recovery entry. The person providing this care to the victim can take a single 8-hour rest during each 24 hours spent providing medical treatment, but any other interruption greater than a moment of conversation requires the provider to add 12 hours to the time required to treat the victim’s injury. After fully receiving this treatment, the victim’s stage on that injury track is reduced by one stage. If this would reduce the victim’s stage below Stage 1, the victim makes a full recovery, is no longer injured, and suffers no effect from the injury.
If an injury progresses to Stage 4, the body part associated with that region is damaged beyond repair, usually because it has been severed (if the Strike dealt slashing damage) or ruined (if the Strike dealt any other type of damage). No amount of medical treatment can allow a severed or ruined region to recover.
- Healing Effects and Injuries An injury represent a form of damage that is more extreme than what a simple heal or soothe spell can mend. As a general rule, healing effects cannot remove or reduce the effects of injuries, including effects that normally remove or suppress the conditions they impose. The exception to this rule is the regenerate spell, which is specifically capable of restoring severed and ruined body parts. Each round that an injured target is affected by regenerate, they can choose one injured body region and reduce their Stage on that body region’s injury track by one, even removing the injury outright if this would reduce the injury’s stage below Stage 1. Regenerate can even reduce the injury stage of an injury that has progressed to Stage 4, so long as the victim is alive, but it cannot do so if the victim is dead.
- Resurrection and Injuries Effects that return dead creatures to life, such as raise dead, generally do not reduce the stage of any injuries that the victim suffered unless that injury’s effect specifically notes that the victim’s injury inflicts the dying condition upon them. In such cases, the effect reduces the victim’s injury stage by one stage.
Ears
Ear injuries impair a victim’s auditory senses. This makes it difficult for the victim to gather information from their environment. A hard helmet or armor with bulwark protects the ears, making called shorts against them impossible.
Eyes
Eye injuries impair a victim’s vision, making it difficult for them to see. A helmet with a visor or or armor with bulwark protects the eyes, making called shorts against them impossible except with piercing weapons.
Head
Often resulting in serious cognitive functioning impairments, head injuries are among the most dangerous that living creatures can suffer. A hard helmet with padding or armor with bulwark increases the penalty to -6.
Heart
Damage to the victim’s heart is catastrophic, often leading to instant death or lifelong incapacitation. Armors of the Plate group protect the heart, making called shots against it impossible.
Locomotive Limb
Locomotive limb injuries dramatically impair a victim’s ability to move about. When using Called Shot to inflict a locomotive limb injury, you must choose one type of locomotive limb to injure, such as legs, wings, or fins. Armors with bulwark increase the penalty to -6.
Manipulation Limb
Manipulation limb injuries impair a victim’s ability to manipulate their environment. Hands and arms are the most common manipulation limbs, but prehensile tails, tentacles, and even stranger appendages can be viable targets for some creatures. Armors with bulwark increase the penalty to -6.
Vitals
Vital injuries deal heavy damage to the victim’s organ systems, causing internal bleeding and even death. Armors of the Plate group increase the penalty to -6.
Choke a Creature
Drag a Creature
Gag Creature
Exploration Activities
Appraise
-
Arcana: magical items and components used to craft magical items, even if you cannot craft such items
-
Crafting: components used for crafting an item of a type that you can craft. You have +2 circumstance bonus if you have a formula for an item that uses these components.
-
Nature: precious metals, rare minerals, crystals and gem stones used to store value or are used as magic or crafting components
-
Occultism: items of unknown or supernatural origin, that may not originate from this world, and may have a greater purpose
-
Religion: sacred items of divine worship or anathema, of great importance to followers of that faith or collectors
-
Society: objects of art such as paintings, sculptures, works of literature, luxury and ceremonial items
-
Thievery: contraband and black market goods, stolen goods, and slave trade
Negotiate Sale
Negotiate Sale is a skill challenge requiring multiple checks. For each check, you or an ally that assists you spends at least a minute and picks a skill that applies to the next negotiation approach. The GM determines the DCs for such checks, usually the skill DC of the same skill used by player, or Perception DC if the buyer is not trying to lower the price. You can cancel this activity anytime by agreeing to the price or refusing to sell. The buyer can do the same.
The GM decides the starting price that the buyer is willing to pay. Usually, that is 80% for magical items, art objects, gems, and raw materials, and 40% for everything else. The buyer may have limit to how much he can spend on the item. The buyer can make a Request to determine the item's exact value and then decide on the starting price; if he fails on the Request, he may trust your assessment. Success on the the skill checks raise the price, while failures lower the price. The price cannot be lowered below the starting price except by critical failures. The maximum price of the negotiation is determined by your Appraise check result.
If during negotiation the price increased above 100% of its exact value, and the buyer is aware of the item's exact or approximate value, he has +2 circumstance bonus to all Skill and Perception DCs during the negotiation.
Buyers have the interested condition. This condition always has a value. Most buyers have the interested 2 condition, but dedicated collectors of luxury items may have interested 4 or higher. Every time you fail on a check (except critical failure) you may choose to ignore the result. If you do so, the buyer's interested condition decreases by 1. When the buyer loses the interested condition, they either make you a final offer or they refuse to buy the item. If the buyer is indifferent or hostile towards you, they will not enter another negotiation with you for the same item unless the situation changes greatly.
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Deception: Success and critical success with this skill can raise the price up to 200% of item's assessed price. Failure (when ignored) or Critical Failure decrease buyer's interested condition by 2 instead of 1.
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Diplomacy: The default skill to negotiate with all kind of buyers, such as local traders or traveling merchants. If only this skill was used for all negotiation checks, you may still do one final check when the buyer loses the interested condition.
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Lore: The lore topic must be related to the item. You gain +1 circumstance bonus to any Lore check if they buyer is trained in the same Lore and recognizes you as knowledgeable.
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Performance: The default skill to hold an auction among multiple interested buyers. If only Performance is used for all negotiation checks during an auction, the price cannot be lowered on failure and critical failure.
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Society: You gain +1 circumstance bonus to any Society check if the buyer is local trade guilds, authorities or people of power, as long as the price is below 120% of item's assessed price.
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Thievery: You gain +1 circumstance bonus to any Thievery check if the buyer is on the black market or used with buying illegal goods, and the item can be considered as such.
Haggle Purchase
Haggle Purchase is a skill challenge requiring multiple checks. For each check, you or an ally that assists you spends at least a minute and picks a skill that applies to the next haggling approach. The GM determines the DCs for such checks, usually the skill DC of the same skill used by the player, or Will DC. You can cancel this activity anytime by agreeing to the price or refusing to buy. The seller can do the same.
The GM decides the starting price that the seller is asking for. Usually that is the 100% of the regular price for any item but it can be higher for uncommon or rare items. You may use the Request action to request Appraise activity. Success or critical success on the Appraise activity allows you to know if the item is sold at its regular value or is overpriced. If during negotiation the price is decreased below 80% of its regular price, the seller is aware he is selling at a loss and has +2 circumstance bonus to all Skill and Will DCs during the negotiation. Sellers would not agree to selling below 50% of the regular price unless through deceptive practices.
Sellers have the interested condition. The condition always has a value. Most sellers have the interested 2 condition, but sellers selling overpriced items or who are desperate for a sale may have interested 4 and more. Every time you succeed on a check (except critical success), the seller's interested condition decreases by 1. When the seller loses the interested condition, they either make you one final offer or they refuse to sell the item. In places where haggling is not culturally accepted, unless the seller is helpful towards you, their attitude towards you decreases by one step. If they are indifferent or hostile towards you, they will not haggle with you unless situation changes greatly.
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Deception: Success and critical success gives you an additional 5% cumulative discount and ignores the minimum of 50% of the regular price. However, if the seller's interested value decreases, it decreases by an additional 1. On a failure or critical failure you cannot use this skill again during this activity.
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Diplomacy: The default skill to haggle with all kinds of sellers, such as local traders or traveling merchants. If only this skill was used for all haggle checks, you may still do one final check when the seller loses the interested condition.
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Lore: The lore topic must be related to the item. You gain +1 circumstance bonus to any Lore check if they seller is trained in the same Lore and recognizes you as knowledgeable.
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Performance: You may use Performance to make a scene by drawing attention of a crowd of customers or onlookers. If the seller is afraid of negative influence, you gain +2 circumstance bonus to the next check as long as it is not another Performance check. If you benefit from this circumstance bonus you can not make another Performance check during this activity.
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Society: You gain +1 circumstance bonus to any Society check if the buyer offers items at inflated prices due to regulations, taxes and trade guild agreements that you are aware of.
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Thievery: You gain +1 circumstance bonus to any Thievery check if the seller is on the black market or is peddling illegal or stolen goods.
Hide Item
Repair Snare
Coup de Grace
Downtime Activities
Befriend a Local
Regardless of the skill you choose, the DC is 20. Once you make the check, the NPC becomes immune to further attempts to be befriend him for one month.
Research
If you spend 1 day researching the topic, you benefit from a +1 circumstance bonus to Recall Knowledge checks related to the topic for a period of 1 week, as long as the check does not require expert or better proficiency. If you spend 1 week studying the topic, you temporarily gain the Additional Lore skill feat for a period of 1 month, with the lore being related to the topic (as this is temporary feat benefit, neither the feat nor the lore can be used as a prerequisite). If you spend 1 month studying the topic, you permanently gain the Additional Lore skill feat.
Complications
The events listed below provide optional complications available for downtime activities. The GM decides the appropriate time to use them. Any checks required by these complications happen before the skill check for a downtime activity occurs. For example, if the GM decides to use the Covetous Spy complication when a PC attempts to Craft during downtime, the PC would first make a Deception or Intimidation check to resolve the complication, then make a Crafting check as normal.
Each downtime event below is followed by a parenthetical notation that refers to the downtime activity it precedes. The event then lists relevant skills which the PC can use to resolve the issue. At the GM’s discretion, the PC may be able to have an ally make the check instead, provided that the ally could reasonably help them. The GM sets the DC for this check, which usually matches the DC of the downtime activity. A success or critical success may lead to additional benefits, while failure makes the downtime activity more difficult.
Many of these complications can serve as story hooks or lead-ins for future adventures. It’s possible for a downtime event to transition into encounter or exploration mode during its resolution. The ultimate length and ramifications of these downtime events depend on the actions of the PCs involved in the event and the rulings of the GM.
Blighted Terrain (Subsist)
Boastful Mentor (Retraining)
Covetous Spy (Craft)
Cutthroat Competition (Earn Income)
Deceptive Materials (Craft)
Rival Performers (Earn Income with Performance)
Tainted Medicine (Long-Term Rest)
Animal Companions
Animal Fear of Combat
When an animal that is not combat trained or does not serve as a companion to a guardian creature enters combat or takes damage during combat, it gets the frightened 4 condition. It is fleeing unless a creature uses the Command action to reign over the animal's instinct. However, creatures that have survived through combat or have a guardian they can trust are more resistant to the peril of combat. They still get the frightened 4 condition but can ignore it under certain conditions.
Animals trained for combat ignore this frightened 4 condition as long as they are mounted, or while taking actions following a Command action. Companions ignore this frightened 4 condition as long as they can sense their guardian, and their guardian creature is conscious and capable of commanding them. Hostile animals from the Bestiary ignore this frightened 4 condition if driven by self-preservation instincts (such as protecting their lair, their offspring, or hunting to avoid starvation).
If any of the conditions above no longer applies (such as combat-trained animals is left unmounted or unattended, companion's guardian is unconscious or dead, or a beast has no reason to fight for self-preservation), it no longer ignores the frightened 4 condition and flees.
Young Companions
Young animal companions can also have types. Rather than advancing them by taking feats, you must dedicate to training your companion in a specific way. You can choose a companion type only during character creation, and they only become available to animal companions you have raised for longer than a year. The young companion type retains its type, effects and abilities as the companion matures and gains additional types, effects and abilities.
Chonky Companion
To advance a young animal companion to a chonky animal companion, you must dedicate to overfeeding your animal companion and limit its physical activity to bare minimum for at least one fifth of its lifespan. Once it becomes chonky, increase its Charisma modifier by 2 and lower its Dexterity modifier by 2. Its speed decreases by 10 feet to a minimum of 10 feet. Increase its proficiency rank in Performance. A chonky animal companion can attempt to Aid Another checks to Performance. When it gets a failure on a Perfor-mance check to Aid Another, it gets a success instead.
Once per day, you or an ally can spend 10 minutes to play with or admire your chonky companion. If you do so, you gain +2 bonus to the one Will saving throw you make until your next daily preparations. This is a fortune effect.
Incredible Companions
Incredible animal companions have reached their final stage of growth, developing into their final stage before their specialization. A mature companion becomes incredible when a feat allows the mature companion a choice between nimble, savage or indominable types. In addition, new types may be available to incredible companions. Some types are unique only to specific classes when they take a feat with the listed name.
ADORABLE COMPANION
To advance a mature animal companion to an adorable animal companion, increase its Charisma modifier by 2 and its Dexterity, Constitution and Wisdom modifiers by 1. It deals 2 additional damage with its unarmed attacks. Increase its proficiency ranks in Diplomacy and unarmored defense to expert. It also learns the advanced maneuver for its type. Its attacks become magical for the purpose of ignoring resistances. An adorable animal companion can attempt to Aid Another checks to Diplomacy. When it rolls a critical failure on a Diplomacy check to Aid Another, it gets a failure instead.
NOBLE COMPANION
To advance a mature animal companion to a noble animal companion, increase its Constitution modifier by 1 and its Strength, Dexterity and Wisdom modifiers by 1. It deals 3 additional damage with its unarmed attacks. Increase its proficiency rank in Athletics to expert. It also learns the advanced maneuver for its type. It gains the mount trait, and if it is the same size as you it grows to be one size larger than you. Its attacks become magical for the purpose of ignoring resistances.
Bestiary
Creature Templates
Tough Adjustment
Sometimes you'll want a creature to just be a bit tougher than normal so you can present a challenge that would otherwise be trivialized by a poor initiative check or few of its attacks missing. To do this quickly, apply the tough adjustment to its statistics as follows:
- Increase the creature's AC, attack modifiers, DCs, saving throws, Perception, and skill modifiers by 1.
- Increase the creature's Hit Points by 5 per creature level. For creatures of level 0 or less, increase Hit Points by 5.
- As long as the adjusted creature is not an encounter boss with creature level 3 or more than the average party level, the creature gains the Ferocity ability but can only use it once per day. If it already has Ferocity, the first use of this ability does not increase the wounded condition.
- Increase creature's level by 1 for the purpose of encounter balance and rewards.
Swift Adjustment
Sometimes you'll want a creature to just be among the first to act at the start of combat. To do this quickly, apply the swift adjustment to its statistics as follows:
- Increase the creature's AC, attack modifiers, DCs, saving throws, Perception, and skill modifiers by 1.
- At start of combat, as long as the creature is not caught by surprise, choose one: gain a +4 circumstance bonus to its initiative check; or exchange its position in initiative order with that of another ally creature.
- The creature has +1 circumstance bonus to damage rolls for each damage die rolled against enemies that haven't acted yet in combat.
- Increase creature's level by 1 for the purpose of encounter balance and rewards.